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Necromancy
( 3)
Enchantment
You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When Necromancy enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it.
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Necromantic Thirst
( 4)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
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Necropotence
( 3)
Enchantment
Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
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Necrosynthesis
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature." When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Necrotic Plague
( 4)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, sacrifice this creature." When enchanted creature dies, its controller chooses target creature one of their opponents controls. Return Necrotic Plague from its owner's graveyard to the battlefield attached to that creature.
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Need for Speed
( 1)
Enchantment
Sacrifice a land: Target creature gains haste until end of turn.
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Nefarious Lich
( 4)
Enchantment
If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game. If you would gain life, draw that many cards instead. When Nefarious Lich leaves the battlefield, you lose the game.
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Nerd Rage
( 3)
Enchantment — Aura
Enchant creature When Nerd Rage enters, draw two cards. Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
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Nest of Scarabs
( 3)
Enchantment
Whenever you put one or more -1/-1 counters on a creature, create that many 1/1 black Insect creature tokens.
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Nether Void
( 4)
World Enchantment
Whenever a player casts a spell, counter it unless that player pays .
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Netherese Puzzle-Ward
( 4)
Enchantment
Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result. Perfect Illumination — Whenever you roll a die's highest natural result, draw a card.
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Nettlevine Blight
( 6)
Enchantment — Aura
Enchant creature or land Enchanted permanent has "At the beginning of your end step, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control."
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Nettling Curse
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. : Enchanted creature attacks this turn if able.
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Nevermore
( 3)
Enchantment
As Nevermore enters, choose a nonland card name. Spells with the chosen name can't be cast.
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New Horizons
( 3)
Enchantment — Aura
Enchant land When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted land has ": Add two mana of any one color."
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New Perspectives
( 6)
Enchantment
When New Perspectives enters, draw three cards. As long as you have seven or more cards in hand, you may pay rather than pay cycling costs.
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Next of Kin
( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, you may put a creature card you own with lesser mana value from your hand or from the command zone onto the battlefield. If you do, return Next of Kin to the battlefield attached to that creature at the beginning of the next end step.
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Nezumi Road Captain
( 0)
Enchantment Creature — Rat Rogue
(2/2)
Menace Vehicles you control have menace. (They can't be blocked except by two or more creatures.)
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Night Dealings
( 4)
Enchantment
Whenever a source you control deals damage to another player, put that many theft counters on Night Dealings. , Remove X theft counters from Night Dealings: Search your library for a nonland card with mana value X, reveal it, put it into your hand, then shuffle.
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Night of the Flying Merfolk (playtest)
( 3)
Enchantment — — Saga
Bedtime story (Don't put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.) I — Create two 1/1 blue Merfolk creature tokens. II — Put a flying counter on each tapped creature you control. III — Draw a card for each creature you control that dealt combat damage to a player this turn.
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Night Shift of the Living Dead
( 4)
Enchantment
After you roll a die, you may pay 1 life. If you do, increase or decrease the result by 1. Do this only once each turn. Whenever you roll a 6, create a 2/2 black Zombie Employee creature token.
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Night Soil
( 2)
Enchantment
, Exile two creature cards from a single graveyard: Create a 1/1 green Saproling creature token.
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Nighthowler
( 3)
Enchantment Creature — Horror
(0/0)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Nighthowler and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
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Nightmare Shepherd
( 4)
Enchantment Creature — Demon
(4/4)
Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
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Nihilistic Glee
( 4)
Enchantment
, Discard a card: Target opponent loses 1 life and you gain 1 life. Hellbent — , Pay 2 life: Draw a card. Activate only if you have no cards in hand.
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Niko Defies Destiny
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You gain 2 life for each foretold card you own in exile. II — Add . Spend this mana only to foretell cards or cast spells that have foretell. III — Return target card with foretell from your graveyard to your hand.
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Nimbus Naiad
( 3)
Enchantment Creature — Nymph
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying Enchanted creature gets +2/+2 and has flying.
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Nimbus Wings
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has flying.
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Nine Lives
( 3)
Enchantment
Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on Nine Lives. When there are nine or more incarnation counters on Nine Lives, exile it. When Nine Lives leaves the battlefield, you lose the game.
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Nissa's Zendikon
( 4)
Enchantment — Aura
Enchant land Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land. When enchanted land dies, return that card to its owner's hand.
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No Mercy
( 4)
Enchantment
Whenever a creature deals damage to you, destroy it.
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No Quarter
( 4)
Enchantment
Whenever a creature becomes blocked by a creature with lesser power, destroy the blocking creature. Whenever a creature blocks a creature with lesser power, destroy the attacking creature.
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No Rest for the Wicked
( 2)
Enchantment
Sacrifice No Rest for the Wicked: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
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Noble Heritage
( 2)
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
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Noble Purpose
( 5)
Enchantment
Whenever a creature you control deals combat damage, you gain that much life.
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Noble Quarry
( 3)
Enchantment Creature — Unicorn
(1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) All creatures able to block Noble Quarry or enchanted creature do so. Enchanted creature gets +1/+1.
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Noble Stand
( 5)
Enchantment
Whenever a creature you control blocks, you gain 2 life.
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Noble Steeds
( 3)
Enchantment
: Target creature gains first strike until end of turn.
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Norn's Decree
( 3)
Enchantment
Whenever one or more creatures an opponent controls deal combat damage to you, that opponent gets a poison counter. Whenever a player attacks, if one or more players being attacked are poisoned, the attacking player draws a card.
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Now I Know My ABC's
( 3)
Enchantment
At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
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Nowhere to Run
( 2)
Enchantment
Flash When Nowhere to Run enters, target creature an opponent controls gets -3/-3 until end of turn. Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
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Noxious Field
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": This land deals 1 damage to each creature and each player."
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Null Chamber
( 4)
World Enchantment
As Null Chamber enters, you and an opponent each choose a card name other than a basic land card name. Spells with the chosen names can't be cast and lands with the chosen names can't be played.
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Null Profusion
( 6)
Enchantment
Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two.
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Numbing Dose
( 5)
Enchantment — Aura
Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted permanent's controller, that player loses 1 life.
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Nurgle's Rot
( 1)
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, return Nurgle's Rot to its owner's hand and you create a 1/3 black Demon creature token named Plaguebearer of Nurgle.
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Nurturing Presence
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn." When Nurturing Presence enters, create a 1/1 white Spirit creature token with flying.
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Nykthos Paragon
( 6)
Enchantment Creature — Human Soldier
(4/6)
Whenever you gain life, you may put that many +1/+1 counters on each creature you control. Do this only once each turn.
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Nylea, God of the Hunt
( 4)
Legendary Enchantment Creature — God
(6/6)
Indestructible As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.) Other creatures you control have trample. : Target creature gets +2/+2 until end of turn.
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Nylea, Keen-Eyed
( 4)
Legendary Enchantment Creature — God
(5/6)
Indestructible As long as your devotion to green is less than five, Nylea isn't a creature. Creature spells you cast cost less to cast. : Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
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Nylea's Colossus
( 7)
Enchantment Creature — Giant
(6/6)
Constellation — Whenever Nylea's Colossus or another enchantment you control enters, double target creature's power and toughness until end of turn.
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Nylea's Emissary
( 4)
Enchantment Creature — Cat
(3/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Trample Enchanted creature gets +3/+3 and has trample.
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Nylea's Forerunner
( 5)
Enchantment Creature — Beast
(5/3)
Trample Other creatures you control have trample.
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Nylea's Presence
( 2)
Enchantment — Aura
Enchant land When Nylea's Presence enters, draw a card. Enchanted land is every basic land type in addition to its other types.
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Nyx Herald
( 3)
Enchantment Creature — Centaur Shaman
(2/3)
At the beginning of combat on your turn, target enchanted creature or enchantment creature you control gets +1/+1 and gains trample until end of turn.
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Nyx Infusion
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 as long as it's an enchantment. Otherwise, it gets -2/-2.
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Nyx Weaver
( 3)
Enchantment Creature — Spider
(2/3)
Reach At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.) , Exile Nyx Weaver: Return target card from your graveyard to your hand.
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Nyxbloom Ancient
( 7)
Enchantment Creature — Elemental
(5/5)
Trample If you tap a permanent for mana, it produces three times as much of that mana instead.
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Nyxborn Behemoth
( 12)
Enchantment Creature — Beast
(10/10)
This spell costs less to cast, where X is the total mana value of noncreature enchantments you control. Trample , Sacrifice another enchantment: Nyxborn Behemoth gains indestructible until end of turn.
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Nyxborn Eidolon
( 2)
Enchantment Creature — Spirit
(2/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +2/+1.
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Nyxborn Hydra
( 1)
Enchantment Creature — Hydra
(0/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Reach, trample Nyxborn Hydra enters with X +1/+1 counters on it. Enchanted creature gets +1/+1 for each +1/+1 counter on Nyxborn Hydra and has reach and trample.
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Nyxborn Rollicker
( 1)
Enchantment Creature — Satyr
(1/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +1/+1.
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Nyxborn Shieldmate
( 1)
Enchantment Creature — Human Soldier
(1/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +1/+2.
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Nyxborn Triton
( 3)
Enchantment Creature — Merfolk
(2/3)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +2/+3.
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Nyxborn Unicorn
( 2)
Enchantment Creature — Unicorn
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Enchanted creature gets +2/+2 and has mentor.
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Nyxborn Wolf
( 3)
Enchantment Creature — Wolf
(3/1)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Enchanted creature gets +3/+1.
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Nyx-Fleece Ram
( 2)
Enchantment Creature — Sheep
(0/5)
At the beginning of your upkeep, you gain 1 life.
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Oakenform
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3.
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Oakheart Dryads
( 3)
Enchantment Creature — Nymph Dryad
(2/3)
Constellation — Whenever Oakheart Dryads or another enchantment you control enters, target creature gets +1/+1 until end of turn.
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Oath of Ajani
( 2)
Legendary Enchantment
When Oath of Ajani enters, put a +1/+1 counter on each creature you control. Planeswalker spells you cast cost less to cast.
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Oath of Chandra
( 2)
Legendary Enchantment
When Oath of Chandra enters, it deals 3 damage to target creature an opponent controls. At the beginning of each end step, if a planeswalker entered the battlefield under your control this turn, Oath of Chandra deals 2 damage to each opponent.
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Oath of Druids
( 2)
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.
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Oath of Eorl
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 1/1 white Human Soldier creature tokens. II — Create two 2/2 red Human Knight creature tokens with trample and haste. III — Put an indestructible counter on up to one target Human. You become the monarch.
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Oath of Ghouls
( 2)
Enchantment
At the beginning of each player's upkeep, that player chooses target player whose graveyard has fewer creature cards in it than their graveyard does and is their opponent. The first player may return a creature card from their graveyard to their hand.
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Oath of Gideon
( 3)
Legendary Enchantment
When Oath of Gideon enters, create two 1/1 white Kor Ally creature tokens. Each planeswalker you control enters with an additional loyalty counter on it.
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Oath of Jace
( 3)
Legendary Enchantment
When Oath of Jace enters, draw three cards, then discard two cards. At the beginning of your upkeep, scry X, where X is the number of planeswalkers you control.
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Oath of Kaya
( 3)
Legendary Enchantment
When Oath of Kaya enters, it deals 3 damage to any target and you gain 3 life. Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.
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Oath of Lieges
( 2)
Enchantment
At the beginning of each player's upkeep, that player chooses target player who controls more lands than they do and is their opponent. The first player may search their library for a basic land card, put that card onto the battlefield, then shuffle.
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Oath of Liliana
( 3)
Legendary Enchantment
When Oath of Liliana enters, each opponent sacrifices a creature of their choice. At the beginning of each end step, if a planeswalker entered the battlefield under your control this turn, create a 2/2 black Zombie creature token.
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Oath of Lim-Dûl
( 4)
Enchantment
Whenever you lose life, for each 1 life you lost, sacrifice a permanent other than Oath of Lim-Dûl unless you discard a card. <I>(Damage dealt to you causes you to lose life.)</I> : Draw a card.
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Oath of Mages
( 2)
Enchantment
At the beginning of each player's upkeep, that player chooses target player who has more life than they do and is their opponent. The first player may have Oath of Mages deal 1 damage to the second player.
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Oath of Nissa
( 1)
Legendary Enchantment
When Oath of Nissa enters, look at the top three cards of your library. You may reveal a creature, land, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order. You may spend mana as though it were mana of any color to cast planeswalker spells.
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Oath of Scholars
( 4)
Enchantment
At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than they do and is their opponent. The first player may discard their hand and draw three cards.
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Oath of Teferi
( 5)
Legendary Enchantment
When Oath of Teferi enters, exile another target permanent you control. Return it to the battlefield under its owner's control at the beginning of the next end step. You may activate the loyalty abilities of planeswalkers you control twice each turn rather than only once.
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Oath of the Ancient Wood
( 3)
Enchantment
Whenever Oath of the Ancient Wood or another enchantment you control enters, you may put a +1/+1 counter on target creature.
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Oath of the Grey Host
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each create a Food token. II — Each opponent loses 3 life. Create a Treasure token. III — Create three tapped 1/1 white Spirit creature tokens with flying.
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Oblivion Crown
( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."
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Oblivion Ring
( 3)
Enchantment
When Oblivion Ring enters, exile another target nonland permanent. When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Obscura Ascendancy
( 3)
Enchantment
Whenever you cast a spell, if its mana value is equal to 1 plus the number of soul counters on Obscura Ascendancy, put a soul counter on Obscura Ascendancy, then create a 2/2 white Spirit creature token with flying. As long as there are five or more soul counters on Obscura Ascendancy, Spirits you control get +3/+3.
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Obscuring Aether
( 1)
Enchantment
Face-down creature spells you cast cost less to cast. : Turn Obscuring Aether face down. (It becomes a 2/2 creature.)
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Observant Alseid
( 3)
Enchantment Creature — Nymph
(2/2)
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Vigilance Enchanted creature gets +2/+2 and has vigilance.
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Octo Opus
( 5)
Enchantment
When Octo Opus enters, create a 4/4 blue Octopus Performer creature token named Contortionist with "At the beginning of your upkeep, you may fold this token in half." (It becomes 2/2, then 1/1, ½/½, and so on.) Sacrifice Octo Opus: Draw a card and an additional card for each of Contortionist's folds.
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Octopus Umbra
( 5)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 8/8 and has "Whenever this creature attacks, you may tap target creature with power 8 or less." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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